Animated demo
by codepo8
HTML
<canvas></canvas>
CSS
*{margin:0;padding:0;}
canvas{background:#69c;}
JavaScript
// grab the canvas element, get the context for API access and
// preset some variables
var canvas = document.querySelector( 'canvas' ),
c = canvas.getContext( '2d' ),
mouseX = 0,
mouseY = 0,
width = 300,
height = 300;
// resize the canvas
canvas.width = width;
canvas.height = height;
function draw() {
// set the colour
c.fillStyle = 'lime';
// start a path and paint a circle of 20 pixels at the mouse position
c.beginPath();
c.arc( mouseX, mouseY, 20 , 0, Math.PI*2, true );
c.closePath();
c.fill();
}
// get the mouse position on the canvas (some browser trickery involved)
canvas.addEventListener( 'mousemove', function( event ) {
if( event.offsetX ){
mouseX = event.offsetX;
mouseY = event.offsetY;
} else {
mouseX = event.pageX - event.target.offsetLeft;
mouseY = event.pageY - event.target.offsetTop;
}
// call the draw function
draw();
}, false );